09-12-2022, 06:36 PM | #31 |
Join Date: Sep 2019
Location: UK
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Re: Cyberpunk, Space Travel, and Setting Design
Only on shirtsleeve planets. If it's a domed city (perhaps an initial base on a world that's being terraformed but isn't ready yet) or a small space hab, you're back to towns. (Though cyberpunk spaghetti western might be interesting).
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09-12-2022, 07:02 PM | #32 | |
Join Date: Jun 2013
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Re: Cyberpunk, Space Travel, and Setting Design
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Deathworlds are much worse than others. Basically, the Corti - the Greys - have a numeric classification system they use for each planet, taking into account things like gravity, intensity of seasonal shifts, prevalence (and severity) of natural disasters, how dangerous native life is, etc. Class 1 (which I'm not sure there are actually any examples of) are extremely safe - you could plop just about anyone from any species there completely naked and they'd likely thrive*. Most habitable planets are class 4 to 6, where fairly basic survival skills are all that's necessary to survive in the above scenario. Class 10 and higher are classified as Deathworlds - high gravity, extreme seasonal shifts, frequent natural disasters, absolutely lethal native life, etc. Plop most sapients down there in the above scenario, they'll probably wind up dead within minutes or hours - a lucky one might last a day or two. Prior to humans getting involved in the galactic scene, it was considered impossible for sapient life to evolve on such a harsh world. Earth is a high-end Class 12 (IIRC, the only planet with a higher classification - the planet Nightmare - is indicated as actually being more survivable than Earth if you know what you're doing, but got a higher classification because the Corti really hate eccentric orbits, which Nightmare has). The typical weapons used for lethal combat by most military forces - rifle-sized kinetic pulse guns - hit about as hard as a human punch; so-called anti-tank weapons, which will reduce most targets to paste, hit about as hard as a kick from a horse. *Humorously, humans and other Deathworlders would have difficulty surviving on low-class worlds, due to them having high caloric needs that such worlds often can't satisfy.
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09-12-2022, 07:22 PM | #33 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Cyberpunk, Space Travel, and Setting Design
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Bill Stoddard I don't think we're in Oz any more. |
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09-13-2022, 01:33 AM | #34 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Cyberpunk, Space Travel, and Setting Design
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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09-13-2022, 09:30 AM | #35 |
Join Date: May 2014
Location: Indiana, United States
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Re: Cyberpunk, Space Travel, and Setting Design
Well a lot of this discussion has led me to ponder if (as someone earlier suggested) I should be thinking in terms of Transhumanism rather than Cyberpunk.
One of my inspirations is the Ghost in the Shell anime/movie series. Mostly in how I find its exploration of humanity as it explores issues of identity, and perception or memory manipulation. I'm actually kind of turned off by the "thug life" or outlaw emphasis of cyberpunk, and while I in the past thought of Ghost in the Shell as Cyberpunk, I'm actually beginning to wonder if I really should think in terms of general Transhumanism as a basis for the setting. I do like horror/darker settings however. It may simply be (as IRL I see myself as mostly an academic, and very much a person who follows the rules) that I have a lot of trouble connecting with the "low-life" end of the "hi-tech, low-life" definition of Cyberpunk. Maybe my issue is connecting with a poverty culture (even though in real life I'm poor) or the rocker / punk aesthetic of Cyberpunk. All that said, I do rather like the idea of fighting oppressive evil corporations type thing. And I find the idea of Cyberpunk's net-running and cyberspace to be what I really find appealing about the Cyberpunk genre. |
09-13-2022, 09:38 AM | #36 |
Join Date: Dec 2007
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Re: Cyberpunk, Space Travel, and Setting Design
Yeeeeah. Let me be frank. Netrunning is an idea that sounds neat in theory but doesn't work in actual games unless you are only running one player. Otherwise it forces you to send the game screeching to a halt while one character goes off on its own to do a whole game session covering something that could be handled with a couple of die rolls while the other players just spectate
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09-13-2022, 09:47 AM | #37 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Cyberpunk, Space Travel, and Setting Design
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For comparison, I'm running a campaign now where all the PCs have met in dreams.
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Bill Stoddard I don't think we're in Oz any more. |
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09-13-2022, 10:20 AM | #38 | |
Join Date: Jun 2013
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Re: Cyberpunk, Space Travel, and Setting Design
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09-13-2022, 10:21 AM | #39 |
Join Date: Aug 2004
Location: traveller
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Re: Cyberpunk, Space Travel, and Setting Design
There's also the Max Headroom approach, where the hacker is following the rest of the party in real time, subverting security cameras, opening doors, etc. It requires de-emphasizing the "cyberspace combat" aspects in favor of more-or-less traditional Thief roles.
To avoid excessive rolling for every device and situation, I would be inclined to use the Alexandrian's "Let It Ride" technique. Edit to add: ninja'ed. |
09-13-2022, 11:13 AM | #40 | ||
Join Date: Jun 2013
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Re: Cyberpunk, Space Travel, and Setting Design
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